Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Sunday, 16 February 2025

I Sing The Mind Electric

The extinction is coming and America is dying. It began in 1974 in the wake of President Ford pardoning Nixon after Watergate and an assassination attempt on Ford. A civil rights spokesman was blamed and in the demonstrations that followed, the Capitol in Washington D.C. was stormed and the US Army was sent into to quell the protestors, resulting in hundreds of deaths when they opened fire with live ammunition. Across the USA, people took up arms in response and incidents of guerrilla warfare broke out across the country. Within a year, the conflict escalated and first California and then Texas seceded, and the country was in civil war. The Second Civil War lasted until 1984, prosecuted by the sophisticated drone technology adopted by the military following the development of scientific field of Neuronics. There were no winners and the former USA remains divided still thirteen years later. In the west, the nation of Pacifica has arisen out of the old state of California, its wealth built on Hollywood and further development and widespread adoption of neurotechnology. The biggest company in Pacifica and arguably the power behind its president, Sentre, made Neuronics available to the public through Neurocasters. Wearers of these high-tech devices are not only capable of controlling drones, but also of accessing neuroscapes, hyperreal landscapes. With the release of Mode 6 by Sentre last year, something changed—and changed for the worse. Some suggested a God awoke within the Machine, some say Pacifica’s enemies were attacking via the system, but whatever it was, users became addicted to their Neurocasters. They preferred it to real life. Some, deeply immersed in the virtual worlds that give them every experience they want, wear their Neurocasters until they die. Others roam the roads and the landscapes, stilling wearing their Neurocasters and controlling hulking great drones. Nobody was immune. As more and more people have become addicted to their Neurocasters, the more services and tasks have begun to break down. This lassitude is spreading and with it an impending apocalypse… Elsewhere there are rumours of technocults hiding out far from the cities and shambling mechanical creatures assembled by the Neuronic network rather than man. Yet there are a few who are immune to the effects of the Neurocasters and there a few who want to move, to become Travellers ready to make the long and dangerous journey to elsewhere, to get away, to find something, to find someone.

This is current situation in The Electric State Roleplaying Game, a pre-apocalyptic Science Fiction dystopia set in 1997, based on the book by Simon StÃ¥lenhag, whose artwork has also inspired the roleplaying games, Tales from the Loop – Roleplaying in the '80s That Never Was and Tales from the Flood. All three are published by Free League Publishing and all three use the Year Zero mechanics first seen in Mutant: Year Zero – Roleplaying at the End of Days. This is the 1997 of Nirvana and Sony Walkmans, Bart Simpson Tee-shirts and Nintendo Game Boys, hoop earrings and slackers, and so on. Recognisable were it not for the rise in advanced technology that has given the world drones, robots, and Neurocasters. It is a world in which the Player Characters want to get somewhere else. They each have their different reasons, but travelling together is safer than travelling alone. Society is not what it was with everyone immersed in the worlds of their Neurocasters. The landscape is not what it was, swathes left unintended or poisoned from the Second Civil War. The Journey that these Travellers undertake is the focus of The Electric State Roleplaying Game, its route marked by a Starting Point and a Destination, and in between, Stops. Stops can be a place where the Travellers get food, petrol for the car, find a payphone, and then move on, but they can be a place of danger and mystery…

A Traveller in The Electric State Roleplaying Game has four Attributes—Strength, Agility, Wits, and Empathy, which are rated between two and six. Health and Hope are derived from this, with Hope being a personal resource that can be reduced to push rolls or traumatic events. He also has an Archetype, a role representing what he is. The options here include Artist, Criminal, Devotee, Doctor, Investigator, Outsider, Runaway Kid, Scientist, and Veteran. Perhaps the one signature Archetype is the Drone Pilot, who will not bodily appear in play necessarily, but instead be represented by the Drone that he constantly controls via his Neurocaster. Each Archetype provides options—either chosen or rolled for—in terms of starting Talent, Dream, Flaw, Neurocaster, and Personal Item. The Talent will either grant him extra dice under certain circumstances, such as ‘Drone operator’ or ‘Sleuth’, or provide a more specific benefit, such as ‘Medic’ being able to stabilize someone who is Incapacitated or ‘Neuroresistant’ which means the Traveller is better able to resist the Bliss of neurocasting. Beyond this, the details of Traveller are more personal than mechanical. These start off with a Dream and a Flaw. A Traveller’s Dream is their motivation, their push to go far and make the Journey rather than give into the easy lure of Neurocasting. His Flaw is something that will hold him back and something that he needs to overcome. Roleplaying the Dream and the Flaw will give a chance for the Traveller to improve. The Neurocaster is the model that he owns (though he may not own one) and he also has a Personal Item and a favourite song.

To create a Traveller, a player selects an Archetype and then rolls for the Attributes on a single six-sided die each, with the minimum roll being two Then he rolls for the Talent, Dream, Flaw, Neurocaster, Personal Item, and Favourite Song. This is not the complete Traveller creation process, but that is done collectively during the set-up for the Journey.

Name: Jake
Age: 17
Archetype: Outsider
Strength 3 Agility 5 Wits 6 Empathy 6
Health 4 Hope 6 Bliss 0
Talent: Stealthy
Dream: Get a normal life, like everyone else
Flaw: You don’t trust anyone.
Neurocaster: None
Personal Item: Dog
Favourite ’90s Song: Wannabe (Spice Girls)
Tensions: A dispute about hierarchy (Karen Brooks) [1], Religious or political differences. There’s reason Americans say never discuss religion or politics (Jesus Castillo) [1]

The Journey is the central part of the play to The Electric State Roleplaying Game. Setting this up is a collective process. This includes creating a personal Goal for each Traveller which lies at the end the Journey, whilst the Threat which is working to stop the Traveller from fulfilling his Goal. The Threat is created by the Game Master, whilst key to the Goal is the Kicker, the event that pushes the Traveller to decide to make the Journey in that moment. Together, the Travellers have a vehicle and a shared item, such as a bottle of hard liquor or walkie-talkies. Each Traveller also has a difficult relationship with one of the companions in their vehicle, which could be ‘Hidden contempt pent up for ages.’ or ‘Distrust. Something another Traveler does offends you deeply. It’s all you can do not to scream at them every time they do it.’. This is measured by Tension, which ranges between zero and three. If a Traveller acts against another Traveller who he has Tension with, the Tension value is used as bonus dice. It is possible to reduce Tension simply by talking things through or even arguing about relationships can reduce it and this will restore Hope, but equally, Tension can go up depending on circumstances and roleplaying.

Mechanically, The Electric State Roleplaying Game uses the Year Zero engine, so the rules are light and fairly quick, with dice rolls primarily intended for dramatic or difficult situations such as combat, hiding from members of a Technocult intent on inducting you, making repairs in a hurry, and so on. To have a Player Character undertake an action, a player rolls a number of Base dice equal to the appropriate Attribute (notably, The Electric State Roleplaying Game does not skills or skill dice), modified by an applicable Talent and the difficulty. To this can be added Gear dice for weapons and other gear if used. Rolls of six on either count as Successes. One result is enough to succeed, whilst extra successes can be used to do it in a showy fashion, quickly, quietly, and so on. However, if the player does not roll any Successes, which is a failure, or needs more Successes, he can opt to Push. In this case, he rolls any dice that are not showing a one or a six, and any Successes rolled count towards the task.

However, any rolls of one after the Pushed roll, have negative effects. For the Base dice, they reduce the Traveller’s Hope for each one rolled, whilst ones on the Gear dice reduce the bonus provided by the Gear used. When Hope is reduced to zero, a Traveller suffers a Breakdown and is in danger of suffering further mental trauma.

Combat in The Electric State Roleplaying Game uses the same mechanics. Initiative is determined narratively, and when a Traveller gets to act, he has an action and move or two moves. An action be an attack, reloading, taking cover, rallying a demoralised comrade, and so on. If in close combat, the defender can choose to take the hit or fight back, in which case it becomes an opposed roll, whilst if being shot act, the defender can dodge, and that too is an opposed roll. Cover provides protection if Successes are rolled on its dice. If a Traveller’s Health is reduced to zero, he is Incapacitated and if he suffers damage equal to twice his Health in one hit, he is dead. If his Traveller is Incapacitated, the player makes three Death Rolls with four dice. If he rolls a total of three Successes in the course of the three rolls, he survives, if not, the Traveller is dead. It is also possible for another Traveller to rally one who is Incapacitated and the Medic Talent means he can be stabilised without the need for Death Rolls. An Incapacitated Traveller also suffers an injury, which can be anything from a broken finger to internal bleeding.

The most important mechanic in The Electric State Roleplaying Game is Hope. It is a measure of a Traveller’s motivation and it can be lost in a variety of ways, such rolling ones on a Pushed roll or suffering a Traumatic Event like seeing a friend get badly hurt or being confronted by your worst fear. When it is reduced to zero, the Traveller suffers a Breakdown and potentially from mental trauma ranging from ‘Confused’ to ‘Personality Split’. The challenge after losing Hope is that there no automatic means of recovering it. Instead, the players and their Travellers have to work at it. It is possible for a Traveller to be rallied following a Breakdown and this will restore Hope, but otherwise the two means to increase Hope are to reduce Tension with another Traveller or spend time with an item of Gear that will increase Hope, like a dog or a Walkman, or a religious book. Certainly, in the case of Tension, this requires dedicated roleplaying between two players, and The Electric State Roleplaying Game makes clear that time should be set aside for this. Further, these scenes should not always be about reducing Tension, but about increasing it. This is because in the long term, if there is no Tension between one Traveller and another, there is no reason to reduce it and thus no means to increase Hope. It also reduces scope for interpersonal roleplay. This then is the ‘Hope Loop’ at the heart of The Electric State Roleplaying Game.

The ‘Hope Loop’ in The Electric State Roleplaying Game is complicated by Bliss. One of the most interesting aspects of roleplaying game is how Hope and Bliss interact. Bliss is a measure of a Traveller’s addiction to using his Neurocaster. A Traveller is going to be spending most of his time on the road or at Stops along the Journey, so in the physical, rather than the virtual worlds. However, this does not mean he will never have to enter a Neuroscape, which can be global or local, as he may need to find information, use or hack a system linked to the Neuroscape—such as drones and alarms, or interact or fight with the other avatars in the Neuroscape. It is possible to act in the physical world whilst Neurocasting, but it is slow and the option are limited. It is also possible for Travellers to help another who is Neurocasting.

However, any time a player fails a roll whilst his Traveller is Neurocasting, whether any ones were rolled or not, his Bliss increases by one. This is before the player chooses to Push the roll, which whilst the Traveller is Neurocasting, has its own extra danger. This is because any rolls of one after a player has Pushed a roll reduce his Traveller’s Hope by one each, and Bliss has dire effects if it equals or exceeds the value of a Traveller’s Hope. If this happens, the Traveller is trapped in the Neuroscape, is lost in the ‘Electric State’, and cannot willingly disconnect himself from it. A Traveller lost in the ‘Electric State’ can be forcibly disconnected, but this has disturbing consequences. It automatically reduces his Hope to zero, which again causes a Breakdown.

Bliss is lost at a point per day spent without doing any Neurocasting. However, this has its own dangers too, since there is a chance that the point lost that day will become permanent. Effectively reducing a Traveller’s Hope in the long term and modelling the effect that Neuroscaping has had on society with the introduction of Mode 6.

The focus of play in The Electric State Roleplaying Game is the Journey. As described earlier, setting this up involves deciding on a Starting Point, Destination, and the route. It also involves choosing the number of Stops, each one an adventure in itself that the Travellers’ Dreams and Flaws will drive them to explore. The number of Stops determines the overall play length, from one Stop for a one-shot to a long Journey of eight or more stops. The Game Master creates these Stops using the advice and prompts given in the roleplaying game, including a Setting, the Blocker (which what makes the Travellers pause their journey), and Threats, as well as adding a Countdown that is triggered by the arrival of the Travellers and will push events forward during the playthrough of the Stop. There is good advice for both creating and running Stops, including playing Neuroscapes, and it is supported by a range of threats each of which has their own example Countdown. Mechanically, this makes them easy to insert into a Stop. The Threats include people, such as cultists or local business leaders as well as the expected technological ones, like drone growths and robots, and environmental ones, such as extreme weather or disease. There are only two entries listed for the technological and environmental, which feels too few in either case. There are rules for travel and chases to reflect the nature of play as a Journey.

The Game Master is also provided with a complete mini-campaign, ‘Into the Dust’, which takes up a fifth of the book. This is a three-part Journey, though it could easily be expanded and some of the stops could be used as one-shots, which takes the Travellers from San Francisco Memorial City into the Blackwelt Exclusion Zone (former state of Nevada), but a long route which takes them south via the Sierra Nevadas and the Mojave desert in a run-down 1993 Buick Roadmaster Estate. Between them, the Stops involve a cult, a murder mystery, and a strange festival, and between the Stops, there are encounters that the Game Master can use to make the Journey even more interesting and exciting. There is also a pre-generated Traveller with their own Goals and Threats for each of the Archetypes in the roleplaying game, giving the players plenty of choice. Overall, this is the basis for a decent campaign that could expanded to eight or more Stops. Lastly, in The Electric State Roleplaying Game is the Journey there are rules for solo play.

Physically, The Electric State Roleplaying Game is very well presented. It is clean and tidy and easy to read. Of course, what makes it stand out is the artwork of Simon Stålenhag which depicts an American landscape in decline as Neurocasters wander like zombies and kitschy robots loom and lurk almost everywhere. The Game Master should absolutely be using this artwork to show off the state of Pacifica.

The Electric State Roleplaying Game is not a traditional roleplaying game in that its world is designed for long term play. The story of the Travellers is going to be told in a single Journey rather than in multiple Journeys because the surviving Travellers are going to need new Goals if they are to set out again. Further, there is not a huge scope for development mechanically as arguably, if a Traveller is only doing the one Journey, however long it is, there does not need to be. The emphasis on Pacifica as a setting and journeying across it also limits the scope of the roleplaying game. These are not criticism, because instead, what The Electric State Roleplaying Game is, is a narrative, storytelling roleplaying game designed for one-shots and short campaigns that tell specific stories about Journeys across a strange new landscape within which there is scope for interaction, discovery, and horror. In this way, The Electric State Roleplaying Game adds a new twist to the classic American road trip.

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